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#minecraft changelog
mojang-officialer · 9 months
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1.21 Experimental Datapack
Hello from Mojang!
As we often do with major overhauls to the gameplay experience, we've released our experimental changes for 1.21 as a datapack for anyone to download!
This update is intended as an overhaul to progression, which some people have claimed is 'somewhat stale' and 'hasn't changed for over a decade'. Your moronic, out-of-touch wish is our command here at Mojang, and the monkey's paw has curled!
Behold your salvation and your damnation, the Very Real and Not Fake 1.21 Experimental Gameplay Overhaul.
A number of changes have been made, but we would suggest going in blind, as genuine feedback untainted by the forbidden knowledge of what is to come is always appreciated!
Thanks, and remember to bamboo!
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atrium-mc · 2 months
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Atrium Technical Update 5.2
Features
- Added Cooking Station; A new upgrade for the Alchemy Cauldron which allows players to cook new food items.
- Added 23 new food items which can be crafted using the Cooking Station.
- Added 4 new formulas for the new Cooking Station, entitled "A Witch's Cookbook", "Magic Meals", "Strange Snacks" and "Beverage Charms". These formulas can be found in any chests that currently have Alchemy formulas.
- Added Cauldron Cooking advancement, which is acquired by crafting an item using the new Cooking Station.
- Added Directional Insanity advancement, which is acquired by using a Warp Gate to travel at least 12km (12,000 blocks).
- Alchemist specialists will now offer a wider variety of Alchemy formulas in their trading pools.
Fixes
- "Nether Armory" shrines to Nox now spawn in The Nether correctly rather than being placed on top of the bedrock ceiling.
- Locked Chests are now permanently unlocked after being opened with their respective keys. This includes Village, Outpost and Lich's Lair chests.
- Formula crafting stations now correctly reset their scores after validating station integrity
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traceemerald · 8 months
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-September 14th, Plantperson Journal, Entry 12-
There's another balance change today.
NERF: Player gains 0.05 exhaustion every 10 ticks while in hot/cold biomes (equivalent to jumping twice every second).
VISUAL: "Thermosensitive" power (responsible for effects in hot/cold biomes) has been renamed to "Wilting", its effect is unchanged (apart from the nerf listed above).
There was going to be another visual change where the player's skin would appear grayer while thermosensitive/wilting is active, but unfortunately origins:model_color only has RGBA parameters, and not HSV.
Anyway...
I think I'm going to start today by going over to the village so I can grab some acacia wood from the nearby savanna.
I don't need it for anything at the moment, I just want to have it so I can be closer to getting every wood type.
Acacia wood has been acquired, so now the only wood types I'm missing are jungle, bamboo, and crimson.
Anyway, I'd like to build a blacksmith's workshop but I don't have a design for one.
Instead of making a design for a blacksmith's workshop, I'm going to start a quarry to get cobblestone because I'm probably going to end up needing that and I only have 35.
The quarrying trip resulted in 7 stacks plus 15 cobblestone, 3 stacks plus 20 andesite, 1 stack of granite, 1 stack plus 54 gravel, 1 iron, and 23 copper.
After putting away all the stuff I got and heading back down there, I got 12 stacks plus 26 cobblestone, 30 gravel, 4 dirt, 9 flint, 26 coal, 5 iron, and 33 copper.
If you couldn't tell, I'm basically trying to pad out the journal entry to hide the fact that I'm procrastinating making a design for a blacksmith's workshop.
Anyway, I don't think there's anything else I can do to pad out the journal entry right now, so I'm just gonna end it here.
-End Journal Entry 12-
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minecraft · 2 years
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they should update minecraft so netherite helmets have cat ears (that let you hear creeper footsteps specifically more clearly with unique sounds) and netherite pants come with a little netherite tail. netherite boots would leave little paw print footstep particles for a short time and netherite chestplate would come with glove gauntlets that have claws and allow you to climb up certain blocks like wood and soulsoil/soulsand. The changelog would say "tweaked netherite armor slightly" and nothing else.
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jovial-thunder · 3 months
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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mcytblrconfessions · 6 months
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everything ive learned about minecraft updates past 1.18 ive learned from phoenixsc's thumbnails and titles. im not even subscribed to him im just piecing together the scraps i find on my recommended. idk why i dont just read the changelogs
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i-am-merp · 9 months
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brush up 1.5.2 has been released!
modrinth: https://modrinth.com/resourcepack/brush-up/version/97jMYydH curseforge: https://curseforge.com/minecraft/texture-packs/brush-up/files/4720462 planetminecraft: https://planetminecraft.com/texture-pack/brush-up/
changelog:
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version 1.2.0 of Thickly Be-Beveled Buttons on bedrock edition as well as the new java edition port are now available on planet minecraft and modrinth! featuring new subpacks and new compatibility, as well as a few miscellaneous additions and tweaks.
links coming in a reblog, changelog under cut:
on bedrock, pack version 1.2.0:
Updated Enchanting Table Screen when using CrisXolt's VDX Legacy Desktop UI. It no longer runs into visual issues with Screen Animations enabled, and its Empty Lapis Slot now uses its updated texture to match the Smithing Table Screen. (Edited texture)
The rest of the GUI is now compatible with CrisXolt's VDX Legacy Desktop UI since Thickly Be-Beveled Buttons got a Java Edition port. (Added textures)
The Title Screen Buttons are now compatible with CrisXolt's VDX Old Days UI . (Added textures)
Added Subpacks to choose the color buttons turn when hovering over them! The options are Modern Green and Classic Blue (does not affect Container Screens or CrisXolt's packs. (Edited JSON, added textures)
Tweaked the color pallet for hovering over dark buttons (in green mode) to look less broken. (Edited texture)
Textured the "Verbose Button" on the Sidebar, because I missed it before. (Added texture)
Fixed the "Verbose Button" on the Sidebar, because it's completely broken in vanilla. (Added JSON, added textures)
on java, nothing. since this is the first version, there is no changelog :P
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ambersky-art · 5 months
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Fan Reference Project: Masterpost
A masterpost of all the drawings I make for this project!
But what is this project?
This Fan References project is my goal to draw every (or nearly every) character from various fandoms. For some fandoms, I also plan to draw specific species if they're unique enough from irl creatures. The plan is to create a simple reference for each character consisting of at least one fullbody and flatcolor sketch, a color palette, and the character's name and the media they're from. These references will be posted daily. If you'd like to scroll through them all, every drawing will be posted under the tag wip: fan references and I will update this post as I go.
Included Characters
You can find a list of all the characters and creatures on this spreadsheet. Characters in white cells have already been drawn, though it's likely that if they are not linked here, then I have simply not posted them yet. I'm very willing to take suggestions, however, I make no guarantee of getting to it quickly/there's a chance it could take a long time for me to get to that character.
How will it work? What is the point?
Every day from January 1 (unless I specifically post that I am going on hiatus) I will be posting one of these references. At some point, I might increase the number of characters posted each day. I will be drawing these characters alphabetically, and they will be posted alphabetically. I will also be numbering each character in their post, both for the fun of seeing just how many characters there are and for organizational purposes. I wanted to do this for two reasons. The first is because I feel it would be good practice in drawing characters that aren't mine. I always feel like when I draw fanart based purely on grabbed images from media, there's always something off. Hopefully with a reference in my own style, it becomes easier to draw these characters. The other is so that I have my own clear reference for these characters, with an established color palette, so that I can draw the characters consistently.
Other Notes
This post could act as a notification post. At this moment (12/21) I'm unsure if people would want that. Just let me know if that would be a good idea, and I can post in the replies with a changelog of sorts once a week with which characters have been posted. All timelapses of these drawings are posted on my Instagram (@/ambersky0319) - at the moment (01/08) I don't intend to post them here.
Character Links
Below the cut is the actual masterpost portion with all the links. Unlike the posts themselves, which are posted alphabetically regardless of fandom, below the characters are organized by fandom. The fandoms are organized by character count, the fandoms with fewer characters first for the sake of scrolling.
Nimona (10)
[characters]
Buddy Daddies (15)
[characters]
Arcane (26)
[characters]
Danny phantom (34)
[characters]
Soul Eater (40)
[characters]
The Arcana (43)
[characters]
Carmen Sandiego (50)
[characters]
Avatar: The Last Airbender (75)
Aang || Admiral Zhao ||
Minecraft Diaries (82)
Aaron || Abby ||
Tangled the Series/Varian and the 7 Kingdoms (92)
Adira ||
The Owl House (99)
Adegast || Adrian Graye Vernworth ||
Nanatsu no Taizai/The Seven Deadly Sins (100)
[characters]
Stardew Valley (103)
Abigail ||
Voltron (123)
Acxa || Adam ||
How to Train Your Dragon (145)
[characters]
Hilda (161)
Abigail || Abigail's Dad || Adeline ||
My Little Pony (Gen 4) + Equestria Girls (506)
Ace Point || Adagio Dazzle ||
Breath of the Wild/Tears of the Kingdom (588)
BotW characters + enemies, a few TotK characters (NOT npcs like villagers, stable people, etc.), and most TotK enemies (must have differences to BotW counterparts)
[characters]
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graepix · 8 months
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I see a lot of people calling Mojang lazy, and it just makes me realize how little people understand about backend development. Minecraft 1.12-1.17 were all developed on Java 8, but Oracle stopped supporting Java 8, so now Minecraft is programmed on Java 17. This is a 9 version difference. Java 17 was the most recent Java at the time they switched.
There’s the comparison of how modders can do so much more in less time. Remember how when 1.13 came out it took a long time for old mods to be updated to that version because the code had fundamentally changed? I imagine that’s what’s happening behind the scenes at Mojang. Yeah Java 8 and Java 17 are both Java, but due to some changes, newer versions of Java sometimes hate code from older versions.
If I had to guess, 1.18, 1.19, and 1.20 are lacking in features because a lot of work is going on behind the scenes. Some evidence I have of that is how 1.20 notably includes a reworked lighting engine, a feature most people fail to mention when detailing 1.20’s features.
“But modders are able to crank out mods quickly”.
1. Well the modders are working with an existing codebase. 1.20 mods are made with code that was previously created and optimized by Mojang. Some of those mods require library mods, which contain certain functions that allow them to run. Mojang doesn’t have the luxury of library mods, yeah they have their pre-existing code, but if they need something new that their libraries don’t cover, they need to make it. Yeah modders may need to do the same, but it’s not quite to the same degree as Mojang.
2. That “modders crank out mods quickly” is notably false for many older and bigger mods. They may have frequent updates, but a lot of those are just bugfixes or minor features. If you look at the changelogs larger mods take time between major features being added. Also modders don’t really have to worry about bureaucracy that much. They can add whatever they want and don’t have to answer to the higher ups, or send that feature to a different department for approval.
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patbox · 5 months
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PolyFactory 0.3.0 for Minecraft 1.20.4 has been released!
This update, aside of being a port to latest versions, tries to balance the mod out and make some things more clear and logical. There are no new items/recipes, but these will be added in future updates!
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Changelog:
Updated to 1.20.4
Wooden Containers can store more items (45 stacks instead of 36)
Tweaked the strength of Windmill and Steam Engine
Mechanical Stress caused by Grinder and Mixer are now proportional to their working speed.
Polydex can now show state of machines / axles.
Tweaked some recipes
[Dev]: More generic parts of codebase were moved out into their own library, for usage by other mods.
Spanish translation by EnergyREX
== Download on Modrinth ==
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mojang-officialer · 2 years
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1.21 - The Farming Update
This one has been a long time coming, we know! Here at Mojang, we listen to the community, and we've decided to implement a number of community suggestions to this update. In this changelog, these are all marked with a ★!
Added cantaloupes, a new inedible crop
Added grapes, a new crop which do not restore hunger but do taste good. Yummy
Added mistletoe, a parasitic plant which will stop nearby crops from growing! It can be harvested for mistletoe berries, which inflict deadly poison
★ Added crows, which will eat your crops!
Added scarecrows, a new decorative block with no in-game utility
Added aphids, a pest which will eat your crops! Their drops can be crafted into the new ★Yellowish-Lime-Green Dye!
Added Creepfungus, a fungus which can infest your crops, causing them to explode when harvested!
Pigs will now eat your crops
Rabbits will now eat your crops
Hoglins will now eat your crops
Zoglins will now eat your crops
Creepers will now eat your crops
★Added Mooblooms, at the request of the community! These all-new mobs will eat your crops
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megabuild · 10 months
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whered you see the proposed minecraft changes? i cant find them anywhere
it's an experimental toggle in the first 1.20.2 snapshot, you can read the changelog for it here
tldr; most enchanted book trades are now biome specific and some (eg. unbreaking, silk and mending) require master librarians. unbreaking and mending specifically are locked behind jungle and swamp villages which do not spawn naturally, so require the player to manually transfer and breed villagers (or cure zombie villagers? unsure if this works) to the specific biomes
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there are also some wandering trader changes which are honestly okay and long overdue, but they're separate from the villager changes
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traceemerald · 9 months
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-August 28th, Plantperson Journal, Entry 3-
Today marks the first balance change that's being implemented, this is part of the reason the Dendrian origin isn't publicly available yet.
NERF: Sunlight no longer restores saturation (water still does).
NERF: Sunlight now restores 1 hunger every 60 ticks (was 1 hunger every 40 ticks).
Anyway, onto the journal entry, not sure how much time I'll have.
I'm gonna start by making a path to my tree farm because I'd like to try having everything connected by paths in this world.
The path didn't take long, and honestly it's not anything too impressive.
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I should probably harvest those trees, I'm running low on wood.
After harvesting the trees, I looked in my goal book because I didn't know what I wanted to do next, and the main tasks in there that I can do right now are "get diamonds" and "get a good amount of redstone", so I guess I'm going back to the cave I found yesterday to see if I can explore the rest of it.
I'll bring a bow this time so I can deal with skeletons faster (though I only have 8 arrows).
Cave exploration trip is over, I didn't get to explore the whole thing because I ran out of torches, but I did get 13 iron, 19 gold, 22 lapis, 62 redstone, and 3 diamonds, so I can check off 2 of my goals now.
There also weren't as many enemies in the cave this time.
Obviously I'll be using my first 3 diamonds for a diamond pickaxe.
I could theoretically build a nether portal and go to the nether now, but I don't think I'm ready for that yet.
The nether will be a lot more difficult to get through this time, since it exploits every weakness I have (can't regenerate health underground, can't take my main food source with me, secondary food source is non-stackable, slowed and weakened in hot places, and take double damage from fire).
Unfortunately, I have to go to the end to properly balance-test this origin, and that requires going to the nether and finding a nether fortress (I'm not on a time limit though, so I have plenty of time to prepare).
Anyway, I think that's gonna be it for today.
-End Journal Entry 3-
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craftygamer256 · 11 months
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Feeling like telling a Minecraft story that could easily be shortly explained if I knew how to
A bit over a year ago I was once looking through the changelogs for Minecraft's 1.19 Update on their official site. I've later then looked up the changelogs of the same update, but on the formerly official Minecraft Wiki for the more technical details. But while I was skimming through I remembered that Minecraft's Feedback site also contains changelogs, which is where most of those for Bedrock Edition's updates are, as they don't really have their own articles unlike Java Edition. Knowing that I went to the feedback site and search for the same update changelog, but only to see if there was any difference between this and the article. As it turns out there is a difference, but it was something that I didn't quite expect. In the list of Advancements, there is this:
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This very advancement isn't mentioned anywhere else in other changelogs. I even went to check the game files to see if it just went unused, but found no trace of such advancement. Those who know a lot about the game can assume that it's likely a Bedrock Exclusive achievement since that has happened before, but it doesn't seem to be the case. The only place where this advancement that doesn't even exist in the game at all is brought up is on the feedback site.
But, even after knowing about all this, what do I even do with it? Well, during that time I was working on a data pack that aimed to bring parity closer between Java and Bedrock. That data pack adds in advancement that were exclusive to Bedrock over to Java. And while this particular advancement isn't really of a parity issue, I thought of adding it in as an "Easter egg" of sorts. Now, I thought might as well share it here on this site that I'm still trying to know the whereabouts of. Who knows, it might end up in a future iceberg video (which isn't likely to happen to be honest, but it'd be funny if it did.)
Here is the link to the site that has this nonexistent advancement. Still surprised that it's still up there to this day. But, in case the site happens to change to remove the advancement, here's an archive. If you've read this far, thank you for reading about me blabbering about something that no one else would bother to know about in a sandbox game lol.
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jovial-thunder · 13 days
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Pre-alpha Lancer Tactics changelog
(cross-posting the full gif changelog here because folks seemed to like it last time I did)
We're aiming for getting the first public alpha for backers by the end of this month! Carpenter and I scoped out mechanics that can wait until after the alpha (e.g. grappling, hiding) in favor of tying up the hundred loose threads that are needed for something that approaches a playable game. So this is mostly a big ol changelog of an update from doing that.
But I also gave a talent talk at a local Portland Indie Game Squad event about engine architecture! It'll sound familiar if you've been reading these updates; I laid out the basic idea for this talk almost a year ago, back in the June 2023 update.
youtube
We've also signed contracts & had a kickoff meeting with our writers to start on the campaigns. While I've enjoyed like a year of engine-work, it'll be so so nice to start getting to tell stories. Data structures don't mean anything beyond how they affect humans & other life.
New Content
Implemented flying as a status; unit counts as +3 spaces above the current ground level and ignores terrain and elevation extra movement costs. Added hover + takeoff/land animations.
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Gave deployables the ability to have 3D meshes instead of 2D sprites; we'll probably use this mostly when the deployable in question is climbable.
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Related, I fixed a bug where after terrain destruction, all units recheck the ground height under them so they'll move down if the ground is shot out from under them. When the Jerichos do that, they say "oh heck, the ground is taller! I better move up to stand on it!" — not realizing that the taller ground they're seeing came from themselves.
Fixed by locking some units' rendering to the ground level; this means no stacking climbable things, which is a call I'm comfortable making. We ain't making minecraft here (I whisper to myself, gazing at the bottom of my tea mug). 
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Block sizes are currently 1x1x0.5 — half as tall as they are wide. Since that was a size I pulled out of nowhere for convenience, we did some art tests for different block heights and camera angles. TLDR that size works great and we're leaving it.
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Added Cone AOE pattern, courtesy of an algorithm NMcCoy sent me that guarantees the correct number of tiles are picked at the correct distance from the origin.
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pick your aim angle
for each distance step N of your cone, make a list ("ring") of all the cells at that distance from your origin
sort those cells by angular distance from your aim angle, and include the N closest cells in that ring in the cone's area
Here's a gif they made of it in Bitsy:
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Units face where you're planning on moving/targeting them.
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Got Walking Armory's Shock option working. Added subtle (too subtle, now that I look at it) electricity effect.
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Other things we've added but I don't have gifs for or failed to upload. You'll have to trust me. :)
disengage action
overcharge action
Improved Armament core bonus
basic mine explosion fx
explosion fx on character dying
Increase map elevation cap to 10. It's nice but definitely is risky with increasing the voxel space, gonna have to keep an eye on performance.
Added Structured + Stress event and the associated popups. Also added meltdown status (and hidden countdown), but there's not animation for this yet so your guy just abruptly disappears and leaves huge crater.
UI Improvements
Rearranged the portrait maker. Auto-expand the color picker so you don't have to keep clicking into a submenu.
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Added topdown camera mode by pressing R for handling getting mechs out of tight spaces.
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The action tooltips have been bothering me for a while; they extend up and cover prime play-area real estate in the center of the screen. So I redesigned them to be shorter and have a max height by putting long descriptions in a scrollable box. This sounds simple, but the redesign, pulling in all the correct data for the tags, and wiring up the tooltips took like seven hours. Game dev is hard, yo.
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Put the unit inspect popups in lockable tooltips + added a bunch of tooltips to them.
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Implemented the rest of Carpenter's cool hex-y action and end turn readout. I'm a big fan of whenever we can make the game look more like a game and less like a website (though he balances out my impulse for that for the sake of legibility).
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Added a JANKY talent/frame picker. I swear we have designs for a better one, but sometimes you gotta just get it working. Also seen briefly here are basic level up/down and HASE buttons.
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Other no-picture things:
Negated the map-scaling effect that happens when the window resizes to prevent bad pixel scaling of mechs at different resolutions; making the window bigger now just lets you see more play area instead of making things bigger.
WIP Objectives Bullets panel to give the current sitrep info
Wired up a buncha tooltips throughout the character sheet.
Under the Hood
Serialization: can save/load games! This is the payoff for sticking with that engine architecture I've been going on about. I had to add a serialization function to everything in the center layer which took a while, but it was fairly straightforward work with few curveballs.
Finished replacement of the kit/unit/reinforcement group/sitrep pickers with a new standardized system that can pull from stock data and user-saved data.
Updated to Godot 4.2.2; the game (and editor) has been crashing on exit for a LONG time and for the life of me I couldn't track down why, but this minor update in Godot completely fixed the bug. I still have no idea what was happening, but it's so cool to be working in an engine that's this active bugfixing-wise! 
Other Bugfixes
Pulled straight from the internal changelog, no edits for public parseability:
calculate cover for fliers correctly
no overwatch when outside of vertical threat
fixed skirmisher triggering for each attack in an AOE
fixed jumpjets boost-available detection
fixed mines not triggering when you step right on top of them // at a different elevation but still adjacent
weapon mods not a valid target for destruction
made camera pan less jumpy and adjust to the terrain height
better Buff name/desc localization
Fixed compcon planner letting you both boost and attack with one quick action.
Fix displayed movement points not updating
Prevent wrecks from going prone
fix berserkers not moving if they were exactly one tile away
hex mine uses deployer's save target instead of 0
restrict weapon mod selection if you don't have the SP to pay
fix deployable previews not going away
fix impaired not showing up in the unit inspector (its status code is 0 so there was a check that was like "looks like there's no status here")
fix skirmisher letting you move to a tile that should cost two movement if it's only one space away
fix hit percent calculation
fix rangefinder grid shader corner issues (this was like a full day to rewrite the shader to be better)
Teleporting costs the max(spaces traveled, elevation change) instead of always 1
So um, yeah, that's my talk, any questions? (I had a professor once tell us to never end a talk like this, so now of course it's the phrase that first comes to mind whenever I end a talk)
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